Technology Tree system?
Posted: Mon May 01, 2017 6:00 pm
Hi! Brand new to the game, looking at running a PBEM for my friends.
I have searched the forum a few different ways and didn't find anything (although of course I may have missed it) so I figured I'd just ask - has anyone looked at methods of building a tech tree system for this game, rather than a linear development to a pre-planned fleet list?
I took a look at the Yahoo Group and I saw some versions built around using specific projects to either create new ship classes or upgrades to existing ship classes, which I like and will definitely use. But it seems like it would also be possible to do one using the various special abilities as researchable techs. Ie, you don't start the game with Shields as an option, but you can choose to research it as a tech project. Build in some techs being prerequisites for others, and it seems like you could get a fairly solid tech tree system going with this ruleset.
Has anyone tried anything like this? Any hazards to watch out for?
I have searched the forum a few different ways and didn't find anything (although of course I may have missed it) so I figured I'd just ask - has anyone looked at methods of building a tech tree system for this game, rather than a linear development to a pre-planned fleet list?
I took a look at the Yahoo Group and I saw some versions built around using specific projects to either create new ship classes or upgrades to existing ship classes, which I like and will definitely use. But it seems like it would also be possible to do one using the various special abilities as researchable techs. Ie, you don't start the game with Shields as an option, but you can choose to research it as a tech project. Build in some techs being prerequisites for others, and it seems like you could get a fairly solid tech tree system going with this ruleset.
Has anyone tried anything like this? Any hazards to watch out for?